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Messages - hellrazor

Pages: [1] 2 3 ... 135
1
Yes, your suggestion can be implemented.
Todolisted.

As for when, I can't say.
I just lost all motivation in this discussion and it will take time before I come back again.

Looking forward to it, even if it takes a while. We all have some real life to attend to.
Thank you in advance :)

2
Hello there,

The original suggestion for this topic here came from me. He was just faster then me putting it in the right subforum.

As far as i see it Meridian has done a escellent Job together with Yankes to provide us with OpenXcomExtended and all his extended modding features bugfixes and so on.
This community has always been about doing stuff for fun and sticking to the non-commercial ways of enriching the game world of UFO Defense we all love and adore or hate (depending on when random give you this sudden death of your best soldier thing).

Meridian any chance of getting this feature sometime in the future? It would really help me to also make my Mod enjoyable to more players (which wanna play lower difficulties).
Take your time mate. :)

I would really appreciate this thank you :)



3
Thanks mate for moving this over to here :)

4
Hardmode Expansion 0.99.9.4 - Support Hoverdrones - Balancing and Bugfixes

Download Link: Hardmode Expansion 0.99.9.4 - Support Hoverdrones - Balancing and Bugfixes

"Oh, Lord source, savier of my grace, forgive me my wrong doings on myself and others. I shall serve you until I fully see your light, which holds the truth about love, wisdom and kindness. So that I may be enlightened, to enlighten others for myself and for your name." - Hellrazor

I finally added the Support Hoverdrones and also fixed some bugs, which where found in the meantime.
The main game core is now complete and balanced. There is one exceptio thou; I am still waiting for a OXCE feature to make the economy also balanced for lower diffculty settings.
Once this happens I can basically officially name this "Hardmode Expansion - UFO Long War" or something like this ;)
I will now focus on Terrain first an then Missions.
Further development of the mod will follow, since I am planning to add some stuff. See: Future Development Plan

The Research Tree has seen a significant overhaul mainly to balance, advanced tanks and drones now need live alien captures for being researchable.
See here: Research Tree Graphic

Modfile also attached towards this post: Hardmode Expansion v0.99.9.4


If you wanna help translate, the mod is on Transifex

Please use newest OXCE Version, or at least OCXE Version: OXCE 7.9.8

Documentation:
Future Development Plan
Credit List
Changelog

Changelog:

Version 0.99.9.4
 - Fix Infiltration base prevention, if Battleship Attack successful
 - Fix Alloy Drone Taser Sprite Background
 - Fix Alloy Drone Scout Weapon Range
 - Fix Hovertank Smokeweapon Clipsize
 - Fix SellPrice for Alloy Cannon Craftweapon
 - Fix BuyPrice Drone Scout
 - Fix Infiltration UFO's attempting to land on water point sites
 - Fix Plasma Weapons needing both clips being researched for manufacture
 - Adjust UFO air/landed score
 - Adjust Enhanced Power Armor Bonuses
 - Add Taser Pistol Elerium Clip Animations
 - Add support Hoverdrones for X-Com
 - Add direct fire smoke acts as fire extinguisher (Smoke Grenades don't)

5
I finally came around to finish the Support Hoverdrones.

I hope they will find very useful for players :)

See some Pictures Attached

6
Released Mods / Re: [OXCE][Compilation] Area 51 submods
« on: March 13, 2024, 06:19:39 pm »
Hi Hobbes,

Can I have permission to absorb my own implementation of the https://mod.io/g/openxcom/m/armed-civilians into Hardmode Expansion?
I will give proper Credit of course!

7
hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

As long as I can set it up so only a selections of Items gets the "sellPriceCoefficient", I would not mind this solution either.

It would really help to make the economy in Hardmode Expansion more balanced for lower difficulties and the Mod can move on to become basically something like the Long War Mod for Nucom, just for the Original game :)

8
sellPriceCoefficient:

I was trying to use the current implentation of sellPriceCoefficient and I was running into the exact same problem as stated here:
sellPriceCoefficient :

I like the idea of selling loot at higher levels for less money.  :D
It is a serious design bug of OXC, that higher levels get more and better loot at the beginning of the game and so have an easier economic start than the beginner levels do.

But I calculated this sellPriceCoefficient for popular manufacturing goods, like STR_PWT_CANNON and STR_GAUSS_CANNON or even STR_PARTICLE_DISTURBANCE_SENSOR in TFTD. Most of the sell price is production cost (workers, building, material). If the sell price changes 10% up or down, the effect is enormous.

Maybe that problem could be solved with something like
  sellPriceCoefficient: 100
or
  sellPriceFixed: true  #default false
written to the item to overwrite/deactivate the global sellPriceCoefficient settings for selling this item. Then manufacturing for money could be the same for all difficulty levels.

And this could be useful for Items with a price fixed by the story, too. If the artifact text says "this jewelring is worth 777$", this should probably not change depending on difficulty level.

I can adjust the Sellprices but this largely effects the manufacturing money making machine I balanced the economy in Hardmode Expansion around.

May I suggest to add a nested list, of Items to which the sellPriceCoefficient should be applied to?
Code: [Select]
sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
  - STR_PLASMA_PISTOL
  - STR_PLASMA_RIFLE
  - STR_HEAVY_PLASMA
  - STR_MIND_PROBE

All other Items would still have their fixed price, and if the list is empty (as by default), then the sellPriceCoefficient would be applied to all available items.

This would this awesome feature for me exactly the thing I need to balance the economy in Hardmode Expansion for lower diffciulty levels (my goal is to enable players to also enjoy lower diffciculties, in case they wanna do so.)
I basically only want to have the sellPriceCoefficient effect collectable loot from aliens.

Hope this is going to be heared, you guys are awesome :)

9
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: March 07, 2024, 06:45:12 pm »
Not strictly a bug but i came here to report it as a bug and when gathering screenshots I saw the issue, so wanted to let you know. The research tree is not up to date. The latest research tree doesn't show that live Cyberdisk is required for Hovertanks and Hovertanks are required for Elerium Bomb Launcher

Did you find the Research Tree Graphic on the ufopaedia page? (The ufopaedia Wiki is totally out of date and I alone have not the resources/time to update everything, I am more focused on making my mod).
Because it is from Version 0.99.9 which is totally outdated.

The newest one can be found here: https://github.com/hellrazor4223/hardmode-expansion/blob/master/Research_Tree_Hardmode_Expansion.jpg

10
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: August 06, 2023, 09:15:06 pm »
Please use:

Hardmode Expansion v0.99.9.3

Should fix this issue.

11
Hardmode Expansion 0.99.9.3 - First fully OXCE Tuned Release - Balancing and Bugfixes - Alien Base Operations

Download Link: Hardmode Expansion 0.99.9.3 - First fully OXCE Tuned Release - Balancing and Bugfixes - Alien Base Operations

"Oh, Lord source, savier of my grace, forgive me my wrong doings on myself and others. I shall serve you until I fully see your light, which holds the truth about love, wisdom and kindness. So that I may be enlightened, to enlighten others for myself and for your name." - Hellrazor

This first fully OXCE Tuned Release, from Hardmode Expansion NO more support for good OXC, unfortunately.
Enjoy the new mechanics, more in future ;)

I got hammered with five snakeman terrorsites within three ingame days, I probably only got unlucky, too many bases on globe ;)

The Research has seen a little overhaul mainly to balance, advanced tanks now need live alien captures to researchable. Research Tree Graphic got some good Overhaul.

Modfile also attached towards this post: Hardmode Expansion v0.99.9.3


If you wanna help translate, the mod is on Transifex

Please use newest OXCE Version, or at least OCXE Version: OXCE 7.9.8

Documentation:
Current ToDo List
Credit List
Changelog

Changelog:

Version 0.99.9.3
 - Research tree Overwork so everything fits better
 - Fix Bug for Mod not loading on OXCE 7.7.x+
 - Fix Plasma Blade not being available in lategame to player
 - Fix Mars Terrain Height (4 -> 8)
 - Fix globe texture asignment, which prevented Terrorsites from spawning properly
 - Fix missing Adv. Medikit Dependency
 - Fix PLasma Pistol/Rifle Clip sell prices
 - Fix Walkertank/Laser upgrade pricing
 - Rebalance lategame enemy PSI DEF
 - Rebalance X-Com early armors and damage modifiers
 - Rebalance Damage Modifiers for Tanks/Alloy Drones
 - Rebalance Psi Amps to use Stamina additionally to Time Units for Psi Panic and Mind Control
 - Adjust Raceweights for more Snakemen
 - Adjust Terror Occurance and Scoring
 - Adjust Spitter Zombies to be more dangerous
 - Adjust Avenger Soldier spawn to match THUNDER
 - Adjust Meleeweapons, more attacks possible
 - Adjust Alien Alloy Ammo for konventional Pistols, Rifles and Shotguns
 - Adjust Alloy Drones Research being available after Data Slate
 - Adjust Taser Pistol Clip sizes
 - Add Alien Proxy Grenade (Alien Grenade conversion for X-Com)
 - Add more randomness to Alien Mission starts
 - Add Alien Base execute Missions (Terror, Harvest, Abduction, Base), No Scouts
 - Add more Upgrade Options to X-Com Tanks
 - Add Upgrade Option for Medikts
 - Add Smoke Launcher to all Tanks (free ammo)
 - Add Walkertank/Laser (Sectopod converted)
 - Add Split Alloy Drone/Medikit -> Alloy Drone/Adv. Medikit
 - Add Elerium Powered Stun Rod
 - Add Taser Pistol Elerium Clip
 - Add additional construction cost for X-Com base modules, which require Alien tech research
 - Add more recommendedUserOptions for inital Startup
 - Add Superhuman as default and only Difficulty
 - Add Forcing of Vanilla (OXC) Soldier experience gaining
 - Refactor Drone Smoke (ammo is free now)
 - Disable Bug Hunt mode (Non vanilla behaviour)
 - Disable LINERSHIP Terrain until Map allows for Craftspawn

12
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 11, 2023, 02:48:42 pm »
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:
Code: [Select]
           else if (weapon->getArcingShot(attack.type))                       
            {                                                                   
                expType = ETM_THROWING_100;                                     
                expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
            }

this can be over-ridden by using "experienceTrainingMode"                                               

This does not happen in OXC.

This new experience system can be turned off since OXCE 7.9, see Meridians post here: https://openxcom.org/forum/index.php/topic,4230.msg154823.html#msg154823

I am simply going to force that constant and be done with. So everything stays vanilla. ;)

Code: [Select]
constants:
  extendedExperienceAwardSystem: false

13
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 10, 2023, 07:09:53 pm »
While you are looking into it, there are two minor issues you may want to change:

in Ruleset/items_HM.rul:
PLASMA_PISTOL_ELERIUM_CLIP and PLASMA_RIFLE_ELERIUM_CLIP  sell for $0
this is because they have a costsell field instead of a costSell field.
in Ruleset/manufacture_HM.rul:
the cost of UPGRADE_WALKERTANK_LASER_TO_PLASMA is 40000 where a cost of 400000 seams more in line with the cost difference between the two tanks.

Pistol and Plasma Rifle Clips are typos. I am gonna fix that.

In regard of the Upgrade from Walkertank Laser to Plasma, see here:

Code: [Select]
  - name: STR_UPGRADE_WALKERTANK_LASER_TO_PLASMA
    category: STR_CAT_TANK_UPGRADE
    requires:
      - STR_LASER_CANNON
      - STR_PLASMA_CANNON
      - STR_WALKERTANK
      - STR_SECTOPOD_CORPSE
      - STR_SECTOPOD_TERRORIST
      - STR_ARMORED_SECTOPOD_CORPSE
      - STR_ARMORED_SECTOPOD_TERRORIST
    space: 30
    time: 200
    cost: 40000
    requiredItems:
      STR_WALKERTANK_LASER: 1
      STR_ELERIUM_115: 10
      STR_ARMORED_SECTOPOD_CORPSE: 1
    producedItems:
      STR_WALKERTANK_PLASMA: 1
    listOrder: 722

You need a armored Sectopod Corpse and the money.
Hm... but it makes more sense to increase it 400k.
I am gonna change it.
Thanks.

14
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 10, 2023, 04:02:56 pm »
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:
Code: [Select]
           else if (weapon->getArcingShot(attack.type))                       
            {                                                                   
                expType = ETM_THROWING_100;                                     
                expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
            }

this can be over-ridden by using "experienceTrainingMode"                                               

This does not happen in OXC.

I take a look at this when i find time on the next weekend.
I moving with the mod to OXCE anyway because of some new features I am using so i probably have to adapt that.
Thanks for pointing it out.

15
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 10, 2023, 03:01:22 pm »
When using Grenade Launcher under OpenXcomExtended soldier's firing accuracy is used for hit chance, but experience is gained for throwing accuracy. This is different then OpenXcom where firing accuracy experience is gained. The same will probably also occur for  the Small Launcher.

This could be fixed either by having throwing accuracy considered for these weapons by adding an "accuracyMultiplier" field to the items,
or by having their use train firing accuracy by adding an "experienceTrainingMode" field to the items.

Do you have a savegame for a situation, were a soldier gain throwing accuracy by shooting a arcing weapon?

accuracyAimed and accuracySnap are totally sufficient for this. Normally.

Which Version of OXCE or OXC are you using?

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